OpenVR SDK 2.6.0 Release Notes

These release notes are specific to the OpenVR component of Meta 2 SDK.

See here for general release notes, including many improvements which also apply to the OpenVR SDK.

Improvements and New Features

Added the ability to configure the way we expose the “fist” gesture in SteamVR.

Our previous default configuration was to expose this gesture as a trigger click. After a recent change made to SteamVR by Valve, we now allow you to customize which button this gesture is interpreted as by SteamVR.

Warning: Overriding this setting may alter the behavior of applications which rely on this value.

To modify this setting:

Open the default.vrsettings file. By default, this is located at C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\meta\resources\settings\default.vrsettings.

Locate the entry named fistGesture. By default, this is mapped to the trigger, so it will look like this: "fistGesture": "/input/trigger/click".

Change the value of this entry to the button you wish to map the fist gesture to. For example, to change this gesture to correspond to the Vive controller’s menu button, change the line to the following: "fistGesture": "/input/application_menu/click",. See the OpenVR documentation for more information, including a list of valid input bindings.

Take care with quotes and commas to ensure the file is still valid JSON, save it, and then restart SteamVR.

As extended mode is not supported by the Meta OpenVR SDK, an error dialog is now shown when attempting to launch a Meta application when the graphics device is not in direct mode.

Bug Fixes

Fixed an issue which caused text to appear upside down in some applications (such as WebVR).

Fixed the aspect ratio/viewport issue that was preventing some applications (such as Unreal Engine 4.18) from using the entire display.

Reduced the amount of flickering related to rendering layers.

Known Bugs

The SteamVR chaperone may not be visible in some applications.

To view WebVR content with Mozilla Firefox on laptops with certain legacy graphics architectures, additional steps are required. Please see here for details.